blob: 906ea435f0c828265833c7d69c48d7bb8e094dc9 [file] [log] [blame]
<!DOCTYPE html>
<html>
<head>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
<script>
if (window.internals)
window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
var wtu = WebGLTestUtils;
var canvas;
var gl;
var shouldGenerateGLError;
var extension;
var bufferObjects;
var program;
var texture;
var texColor = [255, 10, 20, 255];
var allowRestore;
var contextLostEventFired;
var contextRestoredEventFired;
function init()
{
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(true);
}
description("Tests behavior under a restored context.");
shouldGenerateGLError = wtu.shouldGenerateGLError;
testLosingContext();
}
function setupTest()
{
canvas = document.createElement("canvas");
canvas.width = 1;
canvas.height = 1;
gl = wtu.create3DContext(canvas);
extension = gl.getExtension("WEBGL_lose_context");
if (!extension) {
debug("Could not find lose_context extension under the following names: WEBGL_lose_context");
return false;
}
return true;
}
function testLosingContext()
{
if (!setupTest())
finishTest();
debug("Test losing a context and inability to restore it.");
canvas.addEventListener("webglcontextlost", function(e) {
testLostContext(e);
// restore the context after this event has exited.
setTimeout(function() {
// we didn't call prevent default so we should not be able to restore the context
shouldGenerateGLError(gl, gl.INVALID_OPERATION, "extension.restoreContext()");
testLosingAndRestoringContext();
}, 0);
});
canvas.addEventListener("webglcontextrestored", testShouldNotRestoreContext);
allowRestore = false;
contextLostEventFired = false;
contextRestoredEventFired = false;
testOriginalContext();
extension.loseContext();
// The context should be lost immediately.
shouldBeTrue("gl.isContextLost()");
shouldBe("gl.getError()", "gl.CONTEXT_LOST_WEBGL");
shouldBe("gl.getError()", "gl.NO_ERROR");
// gl methods should be no-ops
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.blendFunc(gl.TEXTURE_2D, gl.TEXTURE_CUBE_MAP)");
// but the event should not have been fired.
shouldBeFalse("contextLostEventFired");
}
function testLosingAndRestoringContext()
{
if (!setupTest())
finishTest();
debug("");
debug("Test losing and restoring a context.");
canvas.addEventListener("webglcontextlost", function(e) {
testLostContext(e);
// restore the context after this event has exited.
setTimeout(function() {
shouldGenerateGLError(gl, gl.NO_ERROR, "extension.restoreContext()");
// The context should still be lost. It will not get restored until the
// webglrestorecontext event is fired.
shouldBeTrue("gl.isContextLost()");
shouldBe("gl.getError()", "gl.NO_ERROR");
// gl methods should still be no-ops
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.blendFunc(gl.TEXTURE_2D, gl.TEXTURE_CUBE_MAP)");
}, 0);
});
canvas.addEventListener("webglcontextrestored", function() {
testRestoredContext();
finishTest();
});
allowRestore = true;
contextLostEventFired = false;
contextRestoredEventFired = false;
testOriginalContext();
extension.loseContext();
// The context should be lost immediately.
shouldBeTrue("gl.isContextLost()");
shouldBe("gl.getError()", "gl.CONTEXT_LOST_WEBGL");
shouldBe("gl.getError()", "gl.NO_ERROR");
// gl methods should be no-ops
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.blendFunc(gl.TEXTURE_2D, gl.TEXTURE_CUBE_MAP)");
// but the event should not have been fired.
shouldBeFalse("contextLostEventFired");
}
function testRendering()
{
gl.clearColor(0, 0, 0, 255);
gl.colorMask(1, 1, 1, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
program = wtu.setupSimpleTextureProgram(gl);
bufferObjects = wtu.setupUnitQuad(gl);
texture = wtu.createColoredTexture(gl, canvas.width, canvas.height, texColor);
gl.uniform1i(gl.getUniformLocation(program, "tex"), 0);
wtu.drawQuad(gl, [0, 0, 0, 255]);
var compare = texColor.slice(0, 3);
wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, compare, "shouldBe " + compare);
shouldBe("gl.getError()", "gl.NO_ERROR");
}
function testOriginalContext()
{
debug("Test valid context");
shouldBeFalse("gl.isContextLost()");
shouldBe("gl.getError()", "gl.NO_ERROR");
testRendering();
debug("");
}
function testLostContext(e)
{
debug("Test lost context");
shouldBeFalse("contextLostEventFired");
contextLostEventFired = true;
shouldBeTrue("gl.isContextLost()");
shouldBe("gl.getError()", "gl.NO_ERROR");
debug("");
if (allowRestore)
e.preventDefault();
}
function testShouldNotRestoreContext(e)
{
testFailed("Should not restore the context unless preventDefault is called on the context lost event");
debug("");
}
function testResources(expected)
{
var tests = [
"gl.bindTexture(gl.TEXTURE_2D, texture)",
"gl.useProgram(program)",
"gl.bindBuffer(gl.ARRAY_BUFFER, bufferObjects[0])",
];
for (var i = 0; i < tests.length; ++i)
shouldGenerateGLError(gl, expected, tests[i]);
}
function testRestoredContext()
{
debug("Test restored context");
shouldBeFalse("contextRestoredEventFired");
contextRestoredEventFired = true;
shouldBeFalse("gl.isContextLost()");
shouldBe("gl.getError()", "gl.NO_ERROR");
// Validate that using old resources fails.
testResources(gl.INVALID_OPERATION);
testRendering();
// Validate new resources created in testRendering().
testResources(gl.NO_ERROR);
debug("");
}
</script>
</head>
<body onload="init()">
<div id="description"></div>
<div id="console"></div>
</body>
</html>